
ac.skill('Boss1-1'){
    cool = 8,
    title = '深渊吐息',
    targettype = '点',
    range = 700,
    casttime = 0,
    model1 = [[BOSS1_sytx.mdl]],
    on_cast_shot = function(self)
        local hero = self.owner
        local point1 = hero:get_point()
        local point2 = self.target:get_point()
        local angle = point1 / point2
        local time = 1
        hero:add_buff '技能蓄力'{
            time = time,
            skill = self,
        }
        ac.hint_sector(point1,angle,700,time)
        ac.wait(time*1000,function()
            point1:effect{
                model = self.model1,
                angle = angle,
            }

            local damage = hero:get('攻击') * 5
            local count = 0
            local lock = {}
            ac.loop(50,function(t)
                count = count + 1
                if count>=7 then
                    t:remove()
                end
                hero:sector_damage(point1,count*100,angle,60,damage,self,lock)
            end):on_timer()
        end)
    end,
}


ac.skill('Boss1-2'){
    title = '灵能爆炸',
    range = 1200,
    cool = 8,
    casttime = 0,
    animation = 'spell',
    model1 = [[BOSS1_lnbz.mdl]],
    model2 = [[BOSS2_ldjthy.mdl]],
    on_cast_shot = function(self)
        local hero = self.owner
        local point = hero:get_point()
        local time = 1
        hero:add_buff '技能蓄力'{
            time = time,
            skill = self,
            animation = 'spell'
        }
        local group = ac.selector('unit'):range(point,self.range):enemy(hero):is_type('英雄'):get()
        local points = {}
        for _,unit in ipairs(group) do
            points[#points + 1] = unit:get_point()
        end
        for i = #points+1,10 do
            points[#points + 1] = point:random(1200,i*36)
        end

        local damage = hero:get('攻击') * 10
        for _,pt in ipairs(points) do
            ac.hint_red(pt,150,time)
            ac.wait(time*1000,function()
                pt:add_effect(self.model1):remove()
                pt:effect{
                    model = self.model2,
                    size = 0.5
                }:remove()
                hero:aoe_damage(pt,150,damage)
            end)
        end
    end,
}
